sub_Weapons_-_Rocket.htm
[AVM] [LAW] [LAW 4x] [Multi Missile x10] [Multi Missile x12] [Multi Missile x2] [Multi Missile x4] [Multi Missile x6] [Multi Missile x8] [OMB 'Abdullah' RPG Launcher] [OMB RPG EMP] [OMB RPG Frag Sleeve] [OMB RPG High Velocity] [OMB RPG Long Range] [OMB RPG Tandem] [OMB RPG Thermobaric] [Pzf 9 Armor Breaker] [Pzf 9 Wall Piercer] [RPF]
AVM (stand to fire disposable weapon)
description: One time use MILAN, but stripped down to dumbfire, so you have to aim it.
required skill: Points >= 5000 AND NOT ( classId== 1 OR classId== 2 OR classId== 3 OR classId== 5 OR classId== 6 ) AND classId== 50 OR Infantry OR Heavy Weapons OR Demolitionist OR Engineer
buy price = 300 sell price = 0
- prefire delay= 1000 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 8.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- AVM transforms into:
above of its origin moving forward 1 X AVM proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=550 p/sec angle(z) =0 to 0 lifetime = 5000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1342 to 1342 p peek height= 0 to 0 p theoretical max range= 2750 to 2750 p
- repulse effect: radius = -80 vehicle force = 2 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 60.0 | 60.0 | hp | 36 |
Armor Strain
| 70.0 | 50.0 | energy | 36 |
AVM proj's explosion creates a AVM Explosion- AVM Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving forward 1 X Penetrator 100dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 100.0 | 50.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 100dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
LAW (stand to fire disposable weapon)
description: One time use light anti-armor weapon.
required skill: Points >= 5000 AND NOT ( classId== 1 OR classId== 2 OR classId== 3 OR classId== 5 OR classId== 6 OR Mobile Infantry OR DropTrooper OR HoverTrooper OR Commando OR Sniper OR BlackOps OR SciOps ) Points >= 5000 AND NOT ( classId== 1 OR classId== 2 OR classId== 3 OR classId== 5 OR unknown symbol "Ð"
buy price = 150 sell price = 0
- prefire delay= 1000 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 2.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- LAW transforms into:
above of its origin moving forward 1 X LAW proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 5000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 2500 to 2500 p
- repulse effect: radius = -64 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 24 |
Armor Strain
| 60.0 | 60.0 | energy | 24 |
LAW proj's explosion creates a LAW Explosion- LAW Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving forward 1 X Penetrator 80dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 80.0 | 40.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 80dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
LAW 4x (stand to fire using "LAW" as ammo)
description: This is a clip & hook assembly that lets you strap 4 LAWs together. It also connects the LAW firing switches to a single trigger on the bottom of the 4x assembly. The continuous barrage of fire counters APS systems.
required skill: Points >= 5000 AND NOT ( classId== 1 OR classId== 2 OR classId== 3 OR classId== 5 OR classId== 6 ) AND classId== 50 OR Infantry OR Heavy Weapons OR Demolitionist OR Engineer
buy price = 500 sell price = 0
- prefire delay= 1000 ms fire rate = 1000 ms weapon switch = 6000 ms reload (idle) = 6000 ms
- weight 4.0 kg ammo capacity = 4 ammo per shot =1 energy per shot= 0.0
- LAW 4x transforms into:
above of its origin moving forward 1 X LAW proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 5000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 2500 to 2500 p
- repulse effect: radius = -64 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 24 |
Armor Strain
| 60.0 | 60.0 | energy | 24 |
LAW proj's explosion creates a LAW Explosion- LAW Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving forward 1 X Penetrator 80dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 80.0 | 40.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 80dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
Multi Missile x10 (stand to fire using "Rocket" as ammo)
description: Lets you launch ten standard warheads in rapid succession.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 36870 sell price = 31532
- prefire delay= 350 ms fire rate = 350 ms weapon switch = 7000 ms reload (idle) = 7000 ms
- weight 25.0 kg ammo capacity = 10 ammo per shot =1 energy per shot= 0.0
- Multi Missile x10 transforms into:
above of its origin moving forward 1 X RPG Rocket proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Rocket proj's explosion creates a RPG Rocket Explosion- RPG Rocket Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator 45dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 45.0 | 25.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 45dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
Multi Missile x12 (stand to fire using "Rocket" as ammo)
description: Lets you launch twelve standard warheads in rapid succession. Not really useful when you don't have an ammo crate right next to you.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 39870 sell price = 35532
- prefire delay= 350 ms fire rate = 350 ms weapon switch = 8000 ms reload (idle) = 8000 ms
- weight 30.0 kg ammo capacity = 12 ammo per shot =1 energy per shot= 0.0
- Multi Missile x12 transforms into:
above of its origin moving forward 1 X RPG Rocket proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Rocket proj's explosion creates a RPG Rocket Explosion- RPG Rocket Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator 45dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 45.0 | 25.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 45dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
Multi Missile x2 (stand to fire using "Rocket" as ammo)
description: Lets you launch two standard warheads in rapid succession.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 34870 sell price = 28532
- prefire delay= 350 ms fire rate = 350 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 5.0 kg ammo capacity = 2 ammo per shot =1 energy per shot= 0.0
- Multi Missile x2 transforms into:
above of its origin moving forward 1 X RPG Rocket proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Rocket proj's explosion creates a RPG Rocket Explosion- RPG Rocket Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator 45dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 45.0 | 25.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 45dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
Multi Missile x4 (stand to fire using "Rocket" as ammo)
description: Lets you launch four standard warheads in rapid succession.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 24870 sell price = 19532
- prefire delay= 350 ms fire rate = 350 ms weapon switch = 4000 ms reload (idle) = 4000 ms
- weight 10.0 kg ammo capacity = 4 ammo per shot =1 energy per shot= 0.0
- Multi Missile x4 transforms into:
above of its origin moving forward 1 X RPG Rocket proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Rocket proj's explosion creates a RPG Rocket Explosion- RPG Rocket Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator 45dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 45.0 | 25.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 45dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
Multi Missile x6 (stand to fire using "Rocket" as ammo)
description: Lets you launch six standard warheads in rapid succession.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 22870 sell price = 17532
- prefire delay= 350 ms fire rate = 350 ms weapon switch = 5000 ms reload (idle) = 5000 ms
- weight 15.0 kg ammo capacity = 6 ammo per shot =1 energy per shot= 0.0
- Multi Missile x6 transforms into:
above of its origin moving forward 1 X RPG Rocket proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Rocket proj's explosion creates a RPG Rocket Explosion- RPG Rocket Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator 45dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 45.0 | 25.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 45dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
Multi Missile x8 (stand to fire using "Rocket" as ammo)
description: Lets you launch eight standard warheads in rapid succession.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 29870 sell price = 24532
- prefire delay= 350 ms fire rate = 350 ms weapon switch = 6000 ms reload (idle) = 6000 ms
- weight 20.0 kg ammo capacity = 8 ammo per shot =1 energy per shot= 0.0
- Multi Missile x8 transforms into:
above of its origin moving forward 1 X RPG Rocket proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Rocket proj's explosion creates a RPG Rocket Explosion- RPG Rocket Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator 45dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 45.0 | 25.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 45dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
OMB 'Abdullah' RPG Launcher (stand to fire using "Rocket" as ammo)
description: The modern version of the venerable Rocket Propelled Grenade launcher is Orbital Micro Breweries' first direct release to the weapons market. It fires a small rocket with a bursting charge on the end. Nobody would've predicted that it would become as ubiquitous and as it is now. This is one of the most tactically versatile weapons, since it is able to fire a variety of different warheads.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 18000 sell price = 14500
- prefire delay= 500 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 8.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- OMB 'Abdullah' RPG Launcher transforms into:
above of its origin moving forward 1 X RPG Rocket proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Rocket proj's explosion creates a RPG Rocket Explosion- RPG Rocket Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator 45dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 45.0 | 25.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 45dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
OMB RPG EMP (stand to fire disposable weapon)
description: This mounts the same EMP charge commonly found on EMP hand grenades. Interrupts movement for 1 second, rotation for 2 seconds, and weapon systems for 3.5 seconds. Does an additional 3x5 electronic damage and 3x1 drain to humans.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 150 sell price = 0
- prefire delay= 500 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 2.3 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- OMB RPG EMP transforms into:
above of its origin moving forward 1 X RPG EMP proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 45.0 | hp | 60 |
Plasma/Electronic
| 10.0 | 5.0 | hp | 60 |
Armor Strain
| 50.0 | 45.0 | energy | 60 |
RPG EMP proj's explosion creates a EMP Explosion- EMP Explosion transforms into:
moving forward 1 X Plas H Exp Blue- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(0ms M>0kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then explodes
- min range = 0 pixels max range = 0 pixels
moving forward 1 X EMP Trigger 100t200r350f- projectile yaw 0 to 0 degrees gravity=-10 p/s^2 wall bounce=-2 Hspd 100%
- floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>12kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 500ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
- in radius 128 disables fire 3.50 s movement 1.00 s rotation 2.00 s
moving forward 1 X EMP Cell Wipe 128rad- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(0ms M>0kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then explodes
- min range = 0 pixels max range = 0 pixels
moving forward and right 3 X EMPwave 3x6Piece- EMPwave 3x6Piece transforms into:
moving forward 3 X EMPwave 6Piece- EMPwave 6Piece transforms into:
moving forward 6 X EMPwave- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 goes through walls Hspd 220%
- floor bounce= 100 Hspd 100% Vspd 100% and explode
- prox(100ms M<11kg ) = 24p velocity=200 p/sec angle(z) =0 to 2 lifetime = 700ms and then disappears
- min h range = 19 to 20 p initial ballistic range = 488 to 645 p peek height= 0 to 2 p theoretical max range= 139 to 140 p
- in radius 20 disables fire 0.01 s
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
OMB RPG Frag Sleeve (stand to fire disposable weapon)
description: Predicting it was just a matter of time, OMB was able to mount a record-breaking fragmentation round onto a standard rocket. Effectively two fragmentation grenades on a rocket. For safety, this round detonates after 1.2 seconds or impact, whichever comes first. (Max Range=600)
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 75 sell price = 0
- prefire delay= 500 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 2.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- OMB RPG Frag Sleeve transforms into:
above of its origin moving forward 1 X RPG Frag Sleeve proj- projectile yaw 0 to 0 degrees gravity=-50 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 1200ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 545 to 545 p peek height= 0 to 0 p theoretical max range= 600 to 600 p
- repulse effect: radius = -128 vehicle force = 1.5 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 0.0 | hp | 60 |
Armor Strain
| 60.0 | 0.0 | energy | 60 |
RPG Frag Sleeve proj's explosion creates a Shrapnel Cluster FF- Shrapnel Cluster FF transforms into:
moving forward 2 X Shrapnel Cluster F- Shrapnel Cluster F transforms into:
moving to all directions 8 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Circle Faint Grey- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = 0 pixels max range = 0 pixels
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
OMB RPG High Velocity (stand to fire disposable weapon)
description: Originally designed to counteract vector fields on tanks at close range, this round comes equipped with a high-yield shaped charge. Due to the high speed of the rocket, it is probably impossible for any human to survive impact on any part of the body.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 100 sell price = 0
- prefire delay= 500 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 2.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- OMB RPG High Velocity transforms into:
above of its origin moving forward 1 X RPG High Velocity proj- projectile yaw 0 to 0 degrees gravity=-20 p/s^2 wall bounce=1 Hspd 10%
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 800ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 865 to 865 p peek height= 0 to 0 p theoretical max range= 400 to 400 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 20.0 | 20.0 | hp | 60 |
Armor Strain
| 20.0 | 20.0 | energy | 60 |
RPG High Velocity proj's explosion creates a RPG HV Stage 2 proj- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(0ms M>0kg ) = 0p velocity=900 p/sec angle(z) =0 to 0 lifetime = 5000ms and then explodes
- min range = 0 pixels max range = 4500 pixels
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Kinetic/Impact
| 50.0 | 50.0 | hp | 32 |
Explosive/Shock
| 50.0 | 50.0 | hp | 32 |
Armor Strain
| 50.0 | 50.0 | energy | 32 |
RPG HV Stage 2 proj's explosion creates a Penetrator 60dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 60.0 | 30.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 60dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
OMB RPG Long Range (stand to fire disposable weapon)
description: This rocket has more propellant than the usual RPG round, allowing it to travel twice as far. It also comes fitted with a small proximity fuse.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 45 sell price = 0
- prefire delay= 500 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 1.1 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- OMB RPG Long Range transforms into:
above of its origin moving forward 1 X RPG Long Range proj- projectile yaw -1 to 1 degrees gravity=-30 p/s^2
- prox(0ms M>0kg ) = 6p velocity=550 p/sec angle(z) =4 to 4 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1733 to 1733 p peek height= 24 to 24 p theoretical max range= 5486 to 5486 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Long Range proj's explosion creates a RPG Rocket Explosion- RPG Rocket Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator 45dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 45.0 | 25.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 45dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
OMB RPG Tandem (stand to fire disposable weapon)
description: This round comes with two high-yield shaped charges. This is the most damage you will ever do with the RPG against a tank.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 150 sell price = 0
- prefire delay= 500 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 3.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- OMB RPG Tandem transforms into:
above of its origin moving forward 1 X RPG Tandem proj- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=500 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1220 to 1220 p peek height= 0 to 0 p theoretical max range= 5000 to 5000 p
- repulse effect: radius = -50 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 50.0 | hp | 60 |
Armor Strain
| 60.0 | 60.0 | energy | 60 |
RPG Tandem proj's explosion creates a RPG Tandem Explosion- RPG Tandem Explosion transforms into:
in front and behind of its origin moving forward 3 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Flying Explosion Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
Flying Explosion Trigger's explosion creates a Flying Explosion- projectile yaw 0 to 0 degrees gravity=-10 p/s^2 goes through walls Hspd 0%
- prox(0ms M>0kg ) = 30p velocity=200 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 488 to 488 p peek height= 0 to 0 p theoretical max range= 40 to 40 p
behind of its origin moving forward 2 X Penetrator 60dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 60.0 | 30.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 60dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
OMB RPG Thermobaric (stand to fire disposable weapon)
description: A top-secret recipe is used in this extra-special round, which is able to clear every person out of a building from the resulting explosion. This is far more likely to kill or incapacitate enemies than even fragmentation rounds in close combat such as caves or in urban settings.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 900 sell price = 0
- prefire delay= 1200 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 4.5 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- OMB RPG Thermobaric transforms into:
above of its origin moving forward 1 X RPG Thermobaric proj- projectile yaw -1 to 1 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1098 to 1098 p peek height= 0 to 0 p theoretical max range= 4500 to 4500 p
- repulse effect: radius = -128 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 80.0 | 0.0 | hp | 160 |
Armor Strain
| 60.0 | 0.0 | energy | 160 |
RPG Thermobaric proj's explosion creates a RPG Thermobaric Explosion- RPG Thermobaric Explosion transforms into:
moving forward 1 X Shockwave 4x3x6Piece- Shockwave 4x3x6Piece transforms into:
moving forward and right 4 X Shockwave 3x6Piece- Shockwave 3x6Piece transforms into:
moving forward 3 X Shockwave 6Piece- Shockwave 6Piece transforms into:
moving forward 6 X Shockwave 1- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 wall bounce=5 Hspd 220%
- floor bounce= 100 Hspd 100% Vspd 100% and explode
- prox(-10ms M>0kg ) = 24p velocity=200 p/sec angle(z) =0 to 2 lifetime = 1200ms and then disappears
- min h range =first bounce initial ballistic range = 488 to 645 p peek height= 0 to 2 p theoretical max range= 239 to 240 p
type | inner | outer | effect | range |
Explosive/Shock
| 12.0 | 8.0 | hp | 24 |
Armor Strain
| 10.0 | 10.0 | energy | 16 |
Shockwave 1's explosion creates a Shockwave Repulse- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 wall bounce=5 Hspd 100%
- floor bounce= 10 Hspd 100% Vspd 100% and explode
- prox(-10ms M<13kg ) = 36p velocity=0 p/sec angle(z) =0 to 2 lifetime = 100ms and then disappears
- min h range =first bounce initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
- in radius 40 disables fire 0.05 s rotation 0.30 s
- repulse effect: radius = -40 directional force =50% vehicle force = 1 k(active 1000ms)
moving in a foward arc 2 X Shockwave 3x6Piece- Shockwave 3x6Piece transforms into:
moving forward 3 X Shockwave 6Piece- Shockwave 6Piece transforms into:
moving forward 6 X Shockwave 1- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 wall bounce=5 Hspd 220%
- floor bounce= 100 Hspd 100% Vspd 100% and explode
- prox(-10ms M>0kg ) = 24p velocity=200 p/sec angle(z) =0 to 2 lifetime = 1200ms and then disappears
- min h range =first bounce initial ballistic range = 488 to 645 p peek height= 0 to 2 p theoretical max range= 239 to 240 p
type | inner | outer | effect | range |
Explosive/Shock
| 12.0 | 8.0 | hp | 24 |
Armor Strain
| 10.0 | 10.0 | energy | 16 |
Shockwave 1's explosion creates a Shockwave Repulse- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 wall bounce=5 Hspd 100%
- floor bounce= 10 Hspd 100% Vspd 100% and explode
- prox(-10ms M<13kg ) = 36p velocity=0 p/sec angle(z) =0 to 2 lifetime = 100ms and then disappears
- min h range =first bounce initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
- in radius 40 disables fire 0.05 s rotation 0.30 s
- repulse effect: radius = -40 directional force =50% vehicle force = 1 k(active 1000ms)
moving forward 1 X Thermo Spread- projectile yaw 0 to 0 degrees gravity=-10 p/s^2 goes through walls Hspd 0%
- prox(10ms M>0kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
moving forward 1 X Thermobaric Boom Effect- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(500ms M>0kg ) = 25p velocity=0 p/sec angle(z) =0 to 0 lifetime = 1000ms and then explodes
- min range = 0 pixels max range = 0 pixels
- repulse effect: radius = 196 vehicle force = 2 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 60.0 | 0.0 | hp | 128 |
Armor Strain
| 60.0 | 0.0 | energy | 128 |
moving forward 1 X Thermobaric Burst- Thermobaric Burst transforms into:
moving to all directions 8 X Thermobaric Fire- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(-10ms M<13kg ) = 25p velocity=150 p/sec angle(z) =10 to 10 lifetime = 500ms and then explodes
- min h range =first bounce initial ballistic range = 911 to 911 p peek height= 33 to 33 p theoretical max range= 73 to 73 p
- repulse effect: radius = 64 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 20.0 | 0.0 | hp | 30 |
Armor Strain
| 12.0 | 12.0 | energy | 30 |
moving forward 1 X Thermobaric Suction- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(1000ms M<12kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
- repulse effect: radius = 160 vehicle force = -1.8 k(active 1000ms)
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
Pzf 9 Armor Breaker (stand to fire disposable weapon)
description: The most dedicated, barely-portable anti-tank weapon. Takes out all small vehicles in one hit, and most tanks in two.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 500 sell price = 0
- prefire delay= 1000 ms fire rate = 0 ms weapon switch = 4000 ms reload (idle) = 4000 ms
- weight 12.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- Pzf 9 Armor Breaker transforms into:
above of its origin moving forward 1 X Pzf 9 Armor Breaker proj- projectile yaw -1 to 1 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=490 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1195 to 1195 p peek height= 0 to 0 p theoretical max range= 4900 to 4900 p
- repulse effect: radius = -60 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 45.0 | hp | 60 |
Armor Strain
| 50.0 | 45.0 | energy | 60 |
Pzf 9 Armor Breaker proj's explosion creates a Pzf 9 Armor Breaker Explosion- Pzf 9 Armor Breaker Explosion transforms into:
in front and behind of its origin moving forward 3 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Flying Explosion Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
Flying Explosion Trigger's explosion creates a Flying Explosion- projectile yaw 0 to 0 degrees gravity=-10 p/s^2 goes through walls Hspd 0%
- prox(0ms M>0kg ) = 30p velocity=200 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 488 to 488 p peek height= 0 to 0 p theoretical max range= 40 to 40 p
behind of its origin moving forward 1 X Penetrator 80dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 80.0 | 40.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 80dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
behind of its origin moving forward 2 X Penetrator 60dmg- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 wall bounce=-2 Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and freezes
- prox(0ms M>20kg ) = 8p velocity=50 p/sec angle(z) =0 to 0 lifetime = 200ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 10 to 10 p
type | inner | outer | effect | range |
Kinetic/Impact
| 60.0 | 30.0 | hp | 24 |
Armor Strain
| 100.0 | 50.0 | energy | 24 |
Penetrator 60dmg's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
========================================
Pzf 9 Wall Piercer (stand to fire disposable weapon)
description: This round has a penetrator that goes through physics and explodes with a fragmentation warhead.
required skill: NOT ( classId== 1 OR classId== 2 OR classId== 3 ) AND Demolitionist
buy price = 800 sell price = 0
- prefire delay= 1500 ms fire rate = 0 ms weapon switch = 4000 ms reload (idle) = 4000 ms
- weight 12.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- Pzf 9 Wall Piercer transforms into:
above of its origin moving forward 1 X Pzf 9 Wall Piercer proj- projectile yaw -1 to 1 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=490 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1195 to 1195 p peek height= 0 to 0 p theoretical max range= 4900 to 4900 p
- repulse effect: radius = -60 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 45.0 | hp | 60 |
Armor Strain
| 50.0 | 45.0 | energy | 60 |
Pzf 9 Wall Piercer proj's explosion creates a Pzf 9 Wall Piercer Explosion- Pzf 9 Wall Piercer Explosion transforms into:
moving forward 1 X Rocket Debris Trigger- projectile yaw 0 to 0 degrees gravity=-250 p/s^2 floor bounce= 1 Hspd 0% Vspd 0% and freezes
- prox(0ms M>15kg ) = 6p velocity=50 p/sec angle(z) =0 to 0 lifetime = 100ms and then disappears
- min h range = 0 to 0 p initial ballistic range = 24 to 24 p peek height= 0 to 0 p theoretical max range= 5 to 5 p
Rocket Debris Trigger's explosion creates a Rocket Debris Trigger End- Rocket Debris Trigger End transforms into:
in front of its origin moving backward 3 X Debris Standard- projectile yaw -30 to 30 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=300 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 779 to 779 p initial ballistic range = 44 to 350 p peek height= 0 to 44 p theoretical max range= 779 to 779 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 5.0 | hp | 10 |
Armor Strain
| 12.0 | 12.0 | energy | 10 |
in front of its origin moving backwards and left 4 X Debris Standard (Slow)- projectile yaw -60 to 60 degrees gravity=-250 p/s^2 wall bounce=2 Hspd 100%
- prox(3000ms M<11kg ) = 10p velocity=100 p/sec angle(z) =-30 to 30 lifetime = 3000ms and then disappears
- min h range = 259 to 259 p initial ballistic range = 27 to 60 p peek height= 0 to 4 p theoretical max range= 259 to 259 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 10 |
Armor Strain
| 15.0 | 15.0 | energy | 10 |
moving in a backward arc 2 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Penetrator Wall Piercer- projectile yaw 0 to 0 degrees gravity=0 p/s^2 goes through walls Hspd 0%
- floor bounce= 1 Hspd 50% Vspd 100% and explode
- prox(0ms M>0kg ) = 32p velocity=600 p/sec angle(z) =0 to 0 lifetime = 400ms and then explodes
- min range = 0 pixels max range = 240 pixels
type | inner | outer | effect | range |
Explosive/Shock
| 50.0 | 0.0 | hp | 60 |
Armor Strain
| 50.0 | 0.0 | energy | 60 |
Penetrator Wall Piercer's explosion creates a Shrapnel Cluster FF- Shrapnel Cluster FF transforms into:
moving forward 2 X Shrapnel Cluster F- Shrapnel Cluster F transforms into:
moving to all directions 8 X Shrapnel 6x A- Shrapnel 6x A transforms into:
moving forward 2 X Shrapnel 1- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=400 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 34 to 40 p initial ballistic range = 176 to 502 p peek height= 0 to 66 p theoretical max range= 692 to 800 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 2- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 38 to 45 p initial ballistic range = 198 to 623 p peek height= 0 to 84 p theoretical max range= 779 to 900 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 2 X Shrapnel 3- projectile yaw 0 to 359 degrees gravity=-300 p/s^2 wall bounce=1 Hspd 60%
- prox(100ms M>0kg ) = 0p velocity=350 p/sec angle(z) =0 to 30 lifetime = 2000ms and then disappears
- min h range = 30 to 35 p initial ballistic range = 154 to 397 p peek height= 0 to 50 p theoretical max range= 606 to 700 p
type | inner | outer | effect | range |
Kinetic/Impact
| 20.0 | 10.0 | hp | 16 |
Armor Strain
| 12.0 | 5.0 | energy | 16 |
moving forward 1 X Circle Faint Grey- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = 0 pixels max range = 0 pixels
moving forward 1 X Circle Faint Grey- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = 0 pixels max range = 0 pixels
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
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RPF (stand to fire disposable weapon)
description: Single-use OMB Thermobaric round. Use this 'Rocket Propelled Flamethrower' to clear everyone out.
required skill: Points >= 5000 AND NOT ( classId== 1 OR classId== 2 OR classId== 3 OR classId== 5 OR classId== 6 ) AND classId== 50 OR Infantry OR Heavy Weapons OR Demolitionist OR Engineer
buy price = 1200 sell price = 0
- prefire delay= 1500 ms fire rate = 0 ms weapon switch = 3000 ms reload (idle) = 3000 ms
- weight 11.0 kg ammo capacity = 1 ammo per shot =1 energy per shot= 0.0
- RPF transforms into:
above of its origin moving forward 1 X RPG Thermobaric proj- projectile yaw -1 to 1 degrees gravity=-10 p/s^2
- prox(0ms M>0kg ) = 0p velocity=450 p/sec angle(z) =0 to 0 lifetime = 10000ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 1098 to 1098 p peek height= 0 to 0 p theoretical max range= 4500 to 4500 p
- repulse effect: radius = -128 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 80.0 | 0.0 | hp | 160 |
Armor Strain
| 60.0 | 0.0 | energy | 160 |
RPG Thermobaric proj's explosion creates a RPG Thermobaric Explosion- RPG Thermobaric Explosion transforms into:
moving forward 1 X Shockwave 4x3x6Piece- Shockwave 4x3x6Piece transforms into:
moving forward and right 4 X Shockwave 3x6Piece- Shockwave 3x6Piece transforms into:
moving forward 3 X Shockwave 6Piece- Shockwave 6Piece transforms into:
moving forward 6 X Shockwave 1- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 wall bounce=5 Hspd 220%
- floor bounce= 100 Hspd 100% Vspd 100% and explode
- prox(-10ms M>0kg ) = 24p velocity=200 p/sec angle(z) =0 to 2 lifetime = 1200ms and then disappears
- min h range =first bounce initial ballistic range = 488 to 645 p peek height= 0 to 2 p theoretical max range= 239 to 240 p
type | inner | outer | effect | range |
Explosive/Shock
| 12.0 | 8.0 | hp | 24 |
Armor Strain
| 10.0 | 10.0 | energy | 16 |
Shockwave 1's explosion creates a Shockwave Repulse- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 wall bounce=5 Hspd 100%
- floor bounce= 10 Hspd 100% Vspd 100% and explode
- prox(-10ms M<13kg ) = 36p velocity=0 p/sec angle(z) =0 to 2 lifetime = 100ms and then disappears
- min h range =first bounce initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
- in radius 40 disables fire 0.05 s rotation 0.30 s
- repulse effect: radius = -40 directional force =50% vehicle force = 1 k(active 1000ms)
moving in a foward arc 2 X Shockwave 3x6Piece- Shockwave 3x6Piece transforms into:
moving forward 3 X Shockwave 6Piece- Shockwave 6Piece transforms into:
moving forward 6 X Shockwave 1- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 wall bounce=5 Hspd 220%
- floor bounce= 100 Hspd 100% Vspd 100% and explode
- prox(-10ms M>0kg ) = 24p velocity=200 p/sec angle(z) =0 to 2 lifetime = 1200ms and then disappears
- min h range =first bounce initial ballistic range = 488 to 645 p peek height= 0 to 2 p theoretical max range= 239 to 240 p
type | inner | outer | effect | range |
Explosive/Shock
| 12.0 | 8.0 | hp | 24 |
Armor Strain
| 10.0 | 10.0 | energy | 16 |
Shockwave 1's explosion creates a Shockwave Repulse- projectile yaw 0 to 359 degrees gravity=-10 p/s^2 wall bounce=5 Hspd 100%
- floor bounce= 10 Hspd 100% Vspd 100% and explode
- prox(-10ms M<13kg ) = 36p velocity=0 p/sec angle(z) =0 to 2 lifetime = 100ms and then disappears
- min h range =first bounce initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
- in radius 40 disables fire 0.05 s rotation 0.30 s
- repulse effect: radius = -40 directional force =50% vehicle force = 1 k(active 1000ms)
moving forward 1 X Thermo Spread- projectile yaw 0 to 0 degrees gravity=-10 p/s^2 goes through walls Hspd 0%
- prox(10ms M>0kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
moving forward 1 X Thermobaric Boom Effect- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(500ms M>0kg ) = 25p velocity=0 p/sec angle(z) =0 to 0 lifetime = 1000ms and then explodes
- min range = 0 pixels max range = 0 pixels
- repulse effect: radius = 196 vehicle force = 2 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 60.0 | 0.0 | hp | 128 |
Armor Strain
| 60.0 | 0.0 | energy | 128 |
moving forward 1 X Thermobaric Burst- Thermobaric Burst transforms into:
moving to all directions 8 X Thermobaric Fire- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(-10ms M<13kg ) = 25p velocity=150 p/sec angle(z) =10 to 10 lifetime = 500ms and then explodes
- min h range =first bounce initial ballistic range = 911 to 911 p peek height= 33 to 33 p theoretical max range= 73 to 73 p
- repulse effect: radius = 64 vehicle force = 1 k(active 1000ms)
type | inner | outer | effect | range |
Explosive/Shock
| 20.0 | 0.0 | hp | 30 |
Armor Strain
| 12.0 | 12.0 | energy | 30 |
moving forward 1 X Thermobaric Suction- projectile yaw 0 to 0 degrees gravity=-10 p/s^2
- prox(1000ms M<12kg ) = 0p velocity=0 p/sec angle(z) =0 to 0 lifetime = 10ms and then explodes
- min h range = 0 to 0 p initial ballistic range = 0 to 0 p peek height= 0 to 0 p theoretical max range= 0 to 0 p
- repulse effect: radius = 160 vehicle force = -1.8 k(active 1000ms)
above of its origin moving forward 1 X Backblast- projectile yaw 0 to 0 degrees gravity=0 p/s^2
- prox(10ms M>0kg ) = 0p velocity=-100 p/sec angle(z) =0 to 0 lifetime = 10ms and then disappears
- min range = -1 pixels max range = -1 pixels
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